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Steam News14 December 20205y ago

The Wait is Finally (Almost) Over!

Hello Artists! It's been awhile! A certain large project that's been in the works since BA2 was first released is finally coming into shape.

Full notes

Full BREAK ARTS II update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello Artists! It's been awhile! A certain large project that's been in the works since BA2 was first released is finally coming into shape. We've run into all sorts of issues, causing these plans to be significantly delayed, for which we would like to offer our sincerest apologies.

What changed

1 fix2 additions5 changes0 removals
  • Balance
  • Compatibility
  • Gameplay
  • Fixes
changedUnfortunately, we can't reveal exactly what we're working on just yet, but to start things off we've got an update chock full of balance adjustments and stuff for BA2!
added◆Overview Adjustment of various values, mainly for balance adjustment *Addition of new elements and large-scale spec changes are not possible.
changed◆Schedule (Planned) Mid-December 2020: First hearing period Beginning of January 2021: Launch of beta version incorporating changes based on the above By mid-January 2021: Hearing period for beta version Beginning of February 2021: Launch of beta version (Part 2) *Things will be mostly set in stone here By mid-March 2021: Full launch after minor tweaks and adjustments
changed◆Current Adjustment Plan "Arm Weapon-related" #By making close-range attacks more "high-risk, high-return", and slightly reducing the merits in using them to move, we hope to expand the different options for movement. *However, it will be necessary to retain the balance provided by the ability to use them in movement.
changedMeasure 2: Make it harder to use close-range attack acceleration for movement (Ex.: Increase the stiffness (deceleration) after use, etc.)
addedMeasure 1: Add a slight level of demerit to the AMP SAVER (Ex.: Addition of lowest possible amount of weight, granting a minus to cooling/consumed energy, etc.)

BREAK ARTS II changes

changedUnfortunately, we can't reveal exactly what we're working on just yet, but to start things off we've got an update chock full of balance adjustments and stuff for BA2!
added◆Overview Adjustment of various values, mainly for balance adjustment *Addition of new elements and large-scale spec changes are not possible.
changed◆Schedule (Planned) Mid-December 2020: First hearing period Beginning of January 2021: Launch of beta version incorporating changes based on the above By mid-January 2021: Hearing period for beta version Beginning of February 2021: Launch of beta version (Part 2) *Things will be mostly set in stone here By mid-March 2021: Full launch after minor tweaks and adjustments
changed◆Current Adjustment Plan "Arm Weapon-related" #By making close-range attacks more "high-risk, high-return", and slightly reducing the merits in using them to move, we hope to expand the different options for movement. *However, it will be necessary to retain the balance provided by the ability to use them in movement.
changedMeasure 2: Make it harder to use close-range attack acceleration for movement (Ex.: Increase the stiffness (deceleration) after use, etc.)

Unfortunately, we can't reveal exactly what we're working on just yet, but to start things off we've got an update chock full of balance adjustments and stuff for BA2!

On that note, we would like to start gathering opinions and comments from all of our Artists out there regarding what they want to see in the game. Please see below for details.

◆Overview Adjustment of various values, mainly for balance adjustment *Addition of new elements and large-scale spec changes are not possible.

◆Schedule (Planned) Mid-December 2020: First hearing period Beginning of January 2021: Launch of beta version incorporating changes based on the above By mid-January 2021: Hearing period for beta version Beginning of February 2021: Launch of beta version (Part 2) *Things will be mostly set in stone here By mid-March 2021: Full launch after minor tweaks and adjustments

◆Current Issues We feel that with the gradual establishment of trends and strategies, a certain amount of bias and polarization is simply unavoidable. However, we feel that it would not be in everyone's best interests to have things that are rarely used or to require certain specific configurations, etc. We are currently looking into what sort of measures are necessary to "ensure diversity".

◆Current Adjustment Plan "Arm Weapon-related" #By making close-range attacks more "high-risk, high-return", and slightly reducing the merits in using them to move, we hope to expand the different options for movement. *However, it will be necessary to retain the balance provided by the ability to use them in movement.

Measure 1: Enhancement of close-range attack power (by approx. 30~50%?)

Measure 2: Make it harder to use close-range attack acceleration for movement (Ex.: Increase the stiffness (deceleration) after use, etc.)

We want to reduce the frequency of use of high-speed automatic weapons and make a wider selection of weaponry available.

Measure 1: Add a slight level of demerit to the AMP SAVER (Ex.: Addition of lowest possible amount of weight, granting a minus to cooling/consumed energy, etc.)

"Assist Equipment-related" We want to increase the value of using MSH and KRSM, and improve the low frequency of use

Measure 1: Increase attack power (by approx. 150%?), increase no. of uses (+1)

We want to increase the value of using dc0101 & dc0102, and and improve the low frequency of use

Measure 2: Grant functions/abilities other than brake enhancement (Ex.: Improve cruising speed, cornering ability, etc.)

#Improvement of frequency of use of missile-type weapons and mines

Measure 3: Increase no. of uses (by approx. +1?)

"Driving-related" We want to attach some sort of demerit to using unlimited boosts, and make it easier to consider other driving methods. As with boost acceleration, we want to avoid making this "balance" totally meaningless.

Proposal 1: Addition of demerit to continuously using boost (Ex.: Continuous use of boost increases the amount of energy consumed as time passes, etc.) (Considering transitioning from "unlimited" to "long-term")

Proposal 2: Essentially reduce the merit of using boost (Ex.: Making it so that unlimited use sacrifices fastest top speed, etc.)

We plan to go with one of the above two options.

*We also want to improve the usability of the side dash.

Measure: Decrease energy used.

◆What We Want to Hear Your Opinions On

  1. Please tell us whether you agree or disagree with each proposal option. Please include the reasons for your opinion, and if you disagree, we would greatly appreciate hearing any possible solutions you may have in mind.

  2. Please let us know if there are any other elements you would like to see adjusted/fixed. Please include your specific reasons for these changes, so that other players can more easily offer their opinions as well.

  3. We would like to hear what you think about other players' proposals as well. This will greatly help in ascertaining which opinions are most widely supported.

  4. These discussions will be held on the newly established thread in the Steam Community.

https://steamcommunity.com/app/547360/discussions/0/2995421083779205600/

We greatly appreciate and look forward to your assistance and support. Thank you all very much in advance.

Source

Steam News / 14 December 2020

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